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151.
This study is a further attempt to apply correspondence training in the classroom in order to improve learning outcomes. Using this strategy a class of middle school pupils was encouraged to show more initiative, independence and self‐regulation in planning and carrying out topic work. The pupils were required to forecast what they proposed to achieve in a certain period and then to check up at the end to see how far they had been successful. In addition, upon hearing an audible signal, they were required to decide whether they were ‘on‐task’ and whether they were working well. The outcome was that the pupils achieved a better work output in terms of both quantity and quality than before. In addition, they gained valuable experience in forward planning and in working independently.  相似文献   
152.
This paper reports the results of a study examining the role of early reading instruction on the nonword reading strategies employed by beginning readers. Three groups of children given different styles of reading instruction were asked to read a list of nonwords presented (a) in isolation and (b) using the clue word technique (Goswami, 1986, 1988). The three groups of children were following either (i) the Early Reading Research project (small units instruction), (ii) the National Literacy Project (instruction emphasising onset‐rime and rhyme awareness), or (iii) usual classroom practice (combined large and small units instruction). Children given small units instruction (Early Reading Research) were found to make significant use of grapheme‐phoneme correspondences (GPCs) and were more accurate than the other two groups of children at reading the nonword items. The National Literacy Project children demonstrated a preference for a rime‐based strategy, once familiarity with the analogous words was controlled, and made significantly more use of this strategy than the Early Reading Research children. The results suggest that early reading instruction does have a significant impact on early reading strategies and should be taken into account in future studies of this type.  相似文献   
153.
Food-deprived rats were exposed to a schedule in which a brief stimulus was presented approximately once every 60 sec. The first leverpress to occur in the presence of the stimulus always turned it off, and produced a food pellet 50% of the time. When the rats were given concurrent access to water, a running wheel, or both, drinking predominated during intervals initiated by pellet delivery, while running predominated during intervals initiated without food. When allowed to obtain all of their food pellets at the beginning of a session, rats drank less and ran more than when the intermittent schedule was in effect, and most drinking occurred within the first half of the session, while running was distributed throughout the session. Adjunctive drinking and wheel running appear to be functionally different, drinking being schedule-induced and food-bound, running being neither.  相似文献   
154.
OBJECTIVE: This study investigated the effect of child witness demeanor (defined as crying) on mock jurors' decisions in a simulated First-Degree rape trial. METHOD: One hundred and thirty-three undergraduates serving in the role of mock jurors read a trial summary in which the primary independent variable was the demeanor of the alleged child victim (i.e., calm, teary, hysterical crying). In addition to reading the summary, participants viewed pencil drawings of the witnesses that were presented as "courtroom drawings." RESULTS: The results showed that the teary condition led to more guilty verdicts and a greater belief in the alleged victim than the other demeanor conditions. CONCLUSIONS: Findings from this study indicate that demeanor can impact the perception of a child who is an alleged sexual assault victim in court. However, it is not simply the case that any display of demeanor will lead to a positive outcome for the alleged victim. Instead, it appears that too little or too much emotion from the alleged child victim negatively affected credibility in the eyes of the mock jurors.  相似文献   
155.
156.
Zusammenfassung.   Software-Entwurfsmuster sind eine intuitiv einleuchtende Idee, die viele Befürworter hat. Als Forscher dürfen wir die behaupteten Wirkungen von Entwurfsmustern jedoch nicht einfach glauben, sondern müssen sie gründlich prüfen. Dieser Artikel beschreibt die wichtigsten Behauptungen und entwickelt daraus zugeh?rige Forschungsfragen. Wir diskutieren die Methodik für ein Forschungsprogramm, das die Fragen beantworten soll, und skizzieren praktische Beschr?nkungen, unter denen diese Forschung ablaufen mu?. Es folgt eine kurze Beschreibung von drei kontrollierten Experimenten und den Hauptfolgerungen aus ihren Ergebnissen. So sollte man zum Beispiel die Benutzung von Entwurfsmustern in einem Entwurf genau dokumentieren und Entwurfsmuster nicht einsetzen, ohne alternative Entwürfe zu prüfen. Abschlie?end diskutieren wir ein im Rahmen des Forschungsprogramms geplantes viertes Experiment. Der Beitrag dieses Artikels liegt vorrangig in einer Beschreibung und Diskussion wichtiger methodischer Aspekte kontrollierter Experimente in der Softwaretechnik. Eingegangen am 27. Oktober 1998 / Angenommen am 13. M?rz 1999  相似文献   
157.
The present paper explores social and cognitive considerations in the context of a computer-game microworld or learning culture environment. Forty-one boys and 57 girls, aged 8 to 12 years (Grades 4, 5, and 6) were observed playing a computer game called Phoenix Quest. This computer game, featuring an adolescent female protagonist, is an interactive, mystery-adventure with embedded language and mathematics activities. The issues discussed include (a) the development of a computer game learning culture or microworld, (b) interdependence in the process of learning social skills, (c) computer game-playing strategies, (d) gender differences in computer-game play, and (e) mathematics concepts explored in the Phoenix Quest environment. These findings not only contribute to the understanding of how students create and shape a microworld around a computer game like Phoenix Quest, but also indicate some of the inherent teaching and learning limitations of educational software when the guidance of a teacher is absent.  相似文献   
158.
This article describes a case study of six girls' experiences with the Phoenix Quest computer game. In addition to the case study, a supplementary large-scale study of the reactions of both boys and girls to the same computer game was conducted for comparative analysis. Phoenix Quest (PQ) was designed not only to encourage children to explore language and mathematics, but also to offer game features that would especially appeal to girls. Participants in the case study were given opportunities to become acquainted with PQ for several months before being observed and interviewed. Four issues that emerged as being important to the participants were (a) presentation of the story in a non-linear format, (b) appreciation for the problem-solving elements of PQ, (c) identification with the main character (female), and (d) lack of awareness of the mathematics embedded within the game. The findings provided evidence that PQ appealed to girls because the protagonist was of their age and gender, and because the puzzles and searches were engaging throughout the game. Some aspects of the game, however, were less successful; for instance, the non-linear story format was disconcerting to all but one of the participants, and only one student identified the mathematics in the game structure. The large-scale study involved 41 boys and 57 girls, aged 8-12, from four junior school classes (Grades 4, 5 and 6). The aggregate data collected showed that more girls than boys used the postcard-writing feature of PQ and appreciated following the adventures of a female protagonist. More boys than girls were reported to offer advice to other students, discuss the game during their free time, and observe others playing the game. Some boys even formed groups to exchange information and game-playing strategies. Also, more boys than girls recognised the mathematics embedded within the game. Although these studies did not focus on teacher-student interaction, the finding that more than 25% of participating students were not able to identify the mathematics embedded in PQ, supports supplementary instruction on the part of a teacher as a requirement for making the mathematics more salient. Further research to address this issue is strongly recommended. Both the case study and the large-scale study revealed that among computer games, PQ's uncommon approach of celebrating and challenging a female protagonist is important to girls. This does not suggest that the presentation of a female protagonist will discourage boys from playing and enjoying the game. On the contrary, our findings showed that boys were also engaged by PQ, a game that encourages cooperative play and group problem-solving. In the realm of computer games, gender identification plays a key role, in first capturing the attention of girls, and then sustaining their interest, enjoyment and participation.  相似文献   
159.
Acculturation consists of multiple domains (i.e., cultural practices, identifications, and values). However, less is known about how acculturation processes influence each other across multiple domains of acculturation. This study was designed to investigate transition patterns of acculturative processes within and across domains in a sample of 302 recent-immigrant Hispanic adolescents, Mage (SD) = 14.51 years (0.88) at baseline; male = 53%). Adolescents were assessed six times over a 3-year period. Latent profile analyses identified two profiles (high [or increasing] vs. low) for each domain at each timepoint. We found largely stable transition patterns in each domain over six timepoints. Importantly, sequential associations among profiles in acculturation domains were also detected. Implication for acculturation theory and research are discussed.  相似文献   
160.
The current science education reform movement emphasizes the importance of professional development as a means of improving student science achievement. Reformers have developed a vision for professional development based upon intensive and sustained training around concrete tasks that is focused on subject‐matter knowledge, connected to specific standards for student performance, and embedded in a systemic context. Using data from a National Science Foundation Teacher Enhancement program called the Local Systemic Change initiative, this study employs hierarchical linear modeling to examine the relationship between professional development and the reformers' vision of teaching practice. The findings indicate that the quantity of professional development in which teachers participate is strongly linked with both inquiry‐based teaching practice and investigative classroom culture. At the individual level, teachers' content preparation also has a powerful influence on teaching practice and classroom culture. At the school level, school socioeconomic status was found to influence practice more substantially than either principal supportiveness or available resources. © 2000 John Wiley & Sons, Inc. J Res Sci Teach 37: 963–980, 2000  相似文献   
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